Medium Or Small Humanoid, Neutral Evil
Armor Class 16 Chain mail
Hit Points 130 (16d6 + 64)
Speed
STR
13 (+1)
DEX
14 (+2)
CON
18 (+4)
INT
15 (+2)
WIS
16 (+3)
CHA
24 (+7)
Saving Throws CON +8, CHA +11
Skills Deception +15, Performance +15, Persuasion +15
Senses Passive Perception 15
Languages Abyssal, Common, Infernal Common, Infernal, Abyssel
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

 Malgon has 10 sorcery points and the following metamagics

  • Heightened spell
  • Empowered spell
  • Subtle spell

Spellcasting. Malgon is a 10-level Sorcerer. Its spellcasting ability is Charisma (spell save DC19,  +11 to hit with spell attacks). The Malgon has following Sorcerer spells prepared:

  • Cantrips (at will): firebolt, mending, light
  • 1st level (4 slots): burning hands, charm person, shield
  • 2nd level (3 slots): Alter Self, Mirror Image
  • 3rd level (3 slots): counter spell, fireball
  • 4th level (2 slots): Dimension Door, Ice storm

 

Actions

Casts spells every turn usually cantrips if out of major spell slots

Reactions

Shield: gain + 5 AC

Legendary Actions

Has 2 legendary actions

Portal overdrive: (costs 1 action)- force the lair to spawn 1d4 more zombies

Dramatic Flare: (costs 1 action)- move 30 feet in any direction without attacks of opportunity.

Crazed temper: (stops lair actions, costs 2)- forces the portal to collapse and regain all expended sorcery points and half of spell slots

 

 

Description

Malgon is a priest who served a demon lord so long that his mind has been corrupted. Usually dabbling in undead research and using his keen senses to warp others to do his bidding. Every once in a while he will "showcase" his divine blessing with cantrips while subtly controlling others with his many sneaky spells

Lair and Lair Actions

Cathedral

Lair Actions

On initiative count 20 (losing initiative ties), Malgon takes a lair action to cause one of the following effects; Malgon can’t use the same effect two rounds in a row:

  • summon 1d4 zombies, all zombies get an extra attack this round
  • Dark pulse echos from the portal, all living creatures (except Malgon) make a Con DC 14 save. they take 3d6 necrotic and cannot take reactions on a failed save, half on a success.

Regional Effects

The region containing a legendary Malgon's lair is Tainted, which creates one or more of the following effects:

  • 1d6 zombies spawn on any encounter in the region, (in addition to the normal encounter)
  • unprotected water and food decay after 24 hours.

If the Malgon dies, these effects fade over the course of 1d6 days.

Victorheero

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